Procedural generation jam (#procjam) was a 2014 event consisting of a day of talks and a seven day jam to make a game or piece of software using procedural generation techniques. With the help of Keith Evans I developed a game called "Player Killer In A Bind", where the player has to hunt heroes exploring an dungeon and kill them before they steal all the treasure.
Over new years I worked with my friend Keith to make a game for the indie speed run, a 48 hour games making contest. We created the whole thing over new year. The theme and element we got where ‘Afterlife’ and ‘UFO’
The game we designed was based on speed inventory management, trying to fit as many useful things into a characters inventory as fast as possible; where the definition of ‘useful’ would change as you played through the game. The character automatically advanced through the game world and the player used the mouse to pick up items and try to fit them in the characters inventory. The ‘afterlife’ part of the theme features the player dying and coming back in the afterlife, but without the ability to pick any items up any more.
The game came out a little rough and buggy, but the mechanics where good.
For the first time in a game jam I made a time lapse of what was on my screen. It worked out pretty well.
Release Date : Dec 2011
Platform: Web (Flash), PSP, iPhone.
Created in 6 months. One month pre-production.
Edutainment title for Channel Four Nutrition drive.
Lead Designer and Programmer.
Platform Adventure game; Designed for port to iPhone and PSP.
- Created in 4 months. Three months of development. One of post/polishing.
- Won game of the year on Newgrounds 2009. Placed top game of the week and third best game of the month on Kongregate.
- Over 2 million impressions in the first three months after release.
- Sole developer and main artist. Some outsourced art, dialogue and music.
- Featured an original mashup of platformer/exploration and RPG leveling mechanics.